Animation not being used by blueprint and hover car not tilting

Hello, I have a hover car that I want to make it tilt when turning.
I have a blendspace which uses 2 animation sequences and interpolation to tilt when turning the hover car left or right (This blendspace works). Blendspace:

In my animation blueprint:

I have it so that it casts to hover car, and if it is turning (which turns true in the main blueprint if pressed right or left), does some math and sets it to that math value. It senses that it is turning I think:

329817-pic2pt2.png

This is my anim graph (which senses the blendspace, takes the “speed right”, applies it to “move right” which is on the blendspace and so it should tilt, but it doesn’t!):

It does not tilt! My skeletal mesh is also set to use the right animation blueprint. If someone can please help, I would greatly appreciate it!

I think the better way of doing it is setting the horizontal axis to rotation (min value-360 max value 360) and getting the rotation from the actor

Thank you for the response! I like the idea, but have solved it. It was due to forces being applied weirdly and that the hover vehicle was set as root component.